I don't know if I'd go that far. But it's good. Imagine having 8 mana on turn 5 or so (artifact ramp). Cast it so you have 5 remaining. Depending on your deck there are good odds you hit a land on it. Play that land. So you have 6 mana to play the two cards. Unless you play a high curve you should be golden. So much value. It gets even better the later the game gets.
So basically it's main drawback is that it's weak early in the game. It doesn't start to get good until T5 or so (with ramp).
You know, I've been thinking that Crystal Ball is probably a better filtering option than the Top, since it includes the option to tuck what you don't want to the bottom. Top is more resilient and can be used more often, but lately, I've found that it's slower in getting what I need. This requires more research.
You know, I've been thinking that Crystal Ball is probably a better filtering option than the Top, since it includes the option to tuck what you don't want to the bottom. Top is more resilient and can be used more often, but lately, I've found that it's slower in getting what I need. This requires more research.
Ball might be better in decks that don't run fetches or Future Sight (or some other card that abuses Top). But probably not. It might be a budget replacement item for some decks. It might also be better for Grenzo, Dungeon Warden.
I think the new Act on Impulse is good enough that it might even see legit play in UR or URx decks where you have all the blue draw options. You can't get much more efficient then 3 cards for 3 mana. The only issues are sorcery speed and the fact that you need the mana for the spells. But in a deck built for it that is not a problem at all. Storm decks may love this card.
I think the new Act on Impulse is good enough that it might even see legit play in UR or URx decks where you have all the blue draw options. You can't get much more efficient then 3 cards for 3 mana. The only issues are sorcery speed and the fact that you need the mana for the spells. But in a deck built for it that is not a problem at all. Storm decks may love this card.
Rogue's Gloves. Hadn't seen that spoiled yet. Would it really have been too much trouble to just give us Mask of Memory instead though? I mean, it's asking a lot (Jitte costs for not Jitte level output) and when SoFaI is just 1 more and Mask is just 1 less...
Don't get me wrong I'm happy to see a duplicate of the effect. but man.
still going to get it, it IS a draw effect, and I am working on evasion effects.
I'm pretty much in this same boat. It's not a good card in comparison to Mask of Memory but it gives white and red a second (third counting skullclamp) chance at landing a draw source early. Mask of Memory can be amazing and Rogue's Gloves can just be value.
My go to for red is always Mindmoil. It gets you through so much of your deck so quickly.
Mindmoil is amazing in mono red. I've often waited for an eot Inferno, Comet Storm, Starstorm, etc just so I can scroll through my deck casting all the mana rocks and doublers and find a wheel effect to refill my hand. I actually tuned for value 0-2 drops in one deck just to enable it. It almost feels like cheating sometimes.
I don't really get all the hype over Act on Impulse. It still is just a worse version of Three Wishes, and even if red doesn't normally get cards like this doesn't mean it's actually good "draw". If you can't immediately use the cards you pull up, they're gone and you aren't getting them back, which is a pretty significant downside.
I don't really get all the hype over Act on Impulse. It still is just a worse version of Three Wishes, and even if red doesn't normally get cards like this doesn't mean it's actually good "draw". If you can't immediately use the cards you pull up, they're gone and you aren't getting them back, which is a pretty significant downside.
I don't think I'll be able to articulate very well why it's good, but I'll try.
You really can't compare two cards in different colors, even if they seem to do the same thing. For instance: Elite Vanguard and Jackal Pup. A 2/1 for 1 is merely decent in white, and has to be carefully controlled in red or else it'll get too powerful. Moving back to the topic at hand: red has the second worst card draw in magic. And what little draw it has is usually not allowed to generate card advantage. So what on a blue card would be lame, is actually really good on a red card.
A second thing: yes, you lose the cards if you can't use them immediately. But that's not really that big a deal. Say you can only play one of the three. That's still one more card that you wouldn't have been able to use until at least your next turn. Unless you've got a way to manipulate or tutor (which red again doesn't get much of), a card you exile from the top of your deck is not a single bit less useful than a card that you'll never draw.
I don't really get all the hype over Act on Impulse. It still is just a worse version of Three Wishes, and even if red doesn't normally get cards like this doesn't mean it's actually good "draw". If you can't immediately use the cards you pull up, they're gone and you aren't getting them back, which is a pretty significant downside.
I don't think I'll be able to articulate very well why it's good, but I'll try.
You really can't compare two cards in different colors, even if they seem to do the same thing. For instance: Elite Vanguard and Jackal Pup. A 2/1 for 1 is merely decent in white, and has to be carefully controlled in red or else it'll get too powerful. Moving back to the topic at hand: red has the second worst card draw in magic. And what little draw it has is usually not allowed to generate card advantage. So what on a blue card would be lame, is actually really good on a red card.
A second thing: yes, you lose the cards if you can't use them immediately. But that's not really that big a deal. Say you can only play one of the three. That's still one more card that you wouldn't have been able to use until at least your next turn. Unless you've got a way to manipulate or tutor (which red again doesn't get much of), a card you exile from the top of your deck is not a single bit less useful than a card that you'll never draw.
Just to add onto this, Three Wishes is costed at 1UU while this card is at 2R. That's a not-insignificant benefit that should give this card some extra playability in and of itself. It's very splashable.
I would also include Trading Post in the core, since card draw, token production, and protection for your card advantage artifacts are all things white wants.
Thawing Glaciers has been a great source of card advantage in my own decks. It's one of those cards where you'd never consider it in blue, black, or green; but when your back is to the wall you'll reach for any scrape or scratch of value.
Has anyone mentioned Endless Horizons yet? If not, I can vouch for i. It helps smooth out your land drops for the next X turns, depending on how many Plains you exile from your deck. And it doesn't say "basic Plains" so you can exile, say, Sacred Foundry.
Just don't get too greedy in case someone tries to off it.
For me Bottled Cloister and Endless Horizons have always been cards that I rarely am able to untap with. For some reason people jump at the chance to remove these as quickly as possible. Then you no longer have a hand or very few plains left in the deck. People seem content to let someone's Phyrexian Arena stay in play for a long time, but in my experience they seem to race each other to be the first to remove either BC or EH. I always did like the cards though. Although I'd much rather use Land Tax over Endless Horizons.
didn't really know that prophetic flamespeaker existed... does it trigger twice if left unblocked? if so, i can't imagine it being allowed to stay on for very long. 2 cards is pretty nuts (though depending what is revealed; counterspells and other timing limited spells etc)!
didn't really know that prophetic flamespeaker existed... does it trigger twice if left unblocked? if so, i can't imagine it being allowed to stay on for very long. 2 cards is pretty nuts (though depending what is revealed; counterspells and other timing limited spells etc)!
Well, it triggers whenever it deals combat damage to a player, and doublestrike deals both first strike and regular combat damage, so, yes, you would get two triggers.
For me Bottled Cloister and Endless Horizons have always been cards that I rarely am able to untap with. For some reason people jump at the chance to remove these as quickly as possible. Then you no longer have a hand or very few plains left in the deck. People seem content to let someone's Phyrexian Arena stay in play for a long time, but in my experience they seem to race each other to be the first to remove either BC or EH. I always did like the cards though. Although I'd much rather use Land Tax over Endless Horizons.
Phyrexian Arena just lets you draw cards and has the dubious bonus, to your opponents, of life loss. Endless Horizons shows your opponents exactly what you have stacked under it and separates the cards from your deck, so it makes a more tempting target. They don't know what you're drawing with Phyrexian Arena, unless you've got a topdeck card like Future Sight, Oracle of Mul Daya or Goblin Spy.
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I don't know if I'd go that far. But it's good. Imagine having 8 mana on turn 5 or so (artifact ramp). Cast it so you have 5 remaining. Depending on your deck there are good odds you hit a land on it. Play that land. So you have 6 mana to play the two cards. Unless you play a high curve you should be golden. So much value. It gets even better the later the game gets.
So basically it's main drawback is that it's weak early in the game. It doesn't start to get good until T5 or so (with ramp).
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
Ball might be better in decks that don't run fetches or Future Sight (or some other card that abuses Top). But probably not. It might be a budget replacement item for some decks. It might also be better for Grenzo, Dungeon Warden.
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
amazing card. cant believe it isnt a rare.
UBRThe MindrazerRBU
UUUSpymaster of TrestGGG
GGGThe South TreeGGG
RRRHuman AscendantRRR
agreed. if this existed during the mogg fanatic jackal pup ball lightning cursed scroll era, holy moly.
even in edh where burn strategies aren't exactly king, this is gonna make a dent.
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom
I'm pretty much in this same boat. It's not a good card in comparison to Mask of Memory but it gives white and red a second (third counting skullclamp) chance at landing a draw source early. Mask of Memory can be amazing and Rogue's Gloves can just be value.
Mindmoil is amazing in mono red. I've often waited for an eot Inferno, Comet Storm, Starstorm, etc just so I can scroll through my deck casting all the mana rocks and doublers and find a wheel effect to refill my hand. I actually tuned for value 0-2 drops in one deck just to enable it. It almost feels like cheating sometimes.
You really can't compare two cards in different colors, even if they seem to do the same thing. For instance: Elite Vanguard and Jackal Pup. A 2/1 for 1 is merely decent in white, and has to be carefully controlled in red or else it'll get too powerful. Moving back to the topic at hand: red has the second worst card draw in magic. And what little draw it has is usually not allowed to generate card advantage. So what on a blue card would be lame, is actually really good on a red card.
A second thing: yes, you lose the cards if you can't use them immediately. But that's not really that big a deal. Say you can only play one of the three. That's still one more card that you wouldn't have been able to use until at least your next turn. Unless you've got a way to manipulate or tutor (which red again doesn't get much of), a card you exile from the top of your deck is not a single bit less useful than a card that you'll never draw.
Just to add onto this, Three Wishes is costed at 1UU while this card is at 2R. That's a not-insignificant benefit that should give this card some extra playability in and of itself. It's very splashable.
Steel Sabotage'ng Orbs of Mellowness since 2011.
skullclamp (obviously)
kher keep
kjeldoran outpost
expedition map (should be in your deck anyway because utility lands are SWEET)
That's the core, each card is useful on its own. Now if you want to dedicate more deckspace to this, there's also:
stoneforge mystic
mentor of the meek
steelshaper's gift
and probably others.
I would also include Trading Post in the core, since card draw, token production, and protection for your card advantage artifacts are all things white wants.
Along with Stoneforge Mystic and Steelshaper's Gift, I'd also include Stonehewer Giant.
Mono Red's Strengths and Mono White's Strengths
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Just don't get too greedy in case someone tries to off it.
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Club Flamingo Wins: 10
----------------------------
EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
----------------------------
For me Bottled Cloister and Endless Horizons have always been cards that I rarely am able to untap with. For some reason people jump at the chance to remove these as quickly as possible. Then you no longer have a hand or very few plains left in the deck. People seem content to let someone's Phyrexian Arena stay in play for a long time, but in my experience they seem to race each other to be the first to remove either BC or EH. I always did like the cards though. Although I'd much rather use Land Tax over Endless Horizons.
Card advantage that I use in my own Aurelia deck are Land Tax, Skullclamp, Mind's Eye, Knollspine Dragon, Sword of Fire and Ice, Sensei's Divining Top, and Wheel of Fortune. These have been working for me really well.
I'm also thinking about putting Prophetic Flamespeaker in. Have people had pretty good experiences with that card?
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom
Well, it triggers whenever it deals combat damage to a player, and doublestrike deals both first strike and regular combat damage, so, yes, you would get two triggers.
Steel Sabotage'ng Orbs of Mellowness since 2011.
Phyrexian Arena just lets you draw cards and has the dubious bonus, to your opponents, of life loss. Endless Horizons shows your opponents exactly what you have stacked under it and separates the cards from your deck, so it makes a more tempting target. They don't know what you're drawing with Phyrexian Arena, unless you've got a topdeck card like Future Sight, Oracle of Mul Daya or Goblin Spy.